作者 主题: 【UCa】第四章:王国与战争(Kingdoms and War)  (阅读 147335 次)

副标题: 目前是构筑王国的主体规则完成,还差两部分,战争会另立新帖,这边专门进行构筑王国的描述

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【UCa】第四章:王国与战争(Kingdoms and War)
« 于: 2013-07-28, 周日 22:58:41 »
王国与战争(Kingdoms and War)
有的英雄会建立王国,驱逐带有敌意的怪物来给爱好和平的移民腾出空间。而其他人则会领导士兵进行战斗,发动伟大而又可怕的战争。本章节会介绍建立王国和发动战争的规则,专注于宏观的城市建立和军队战术,而非管理身为个体的定居者和士兵的细节。
本节使用“王国(kingdom)”来作为各种类型的疆域的通用名称,不论它们的大小、政体和统治者的性别。大多数的决定权都掌握在玩家手中,而这些规则都是以此前提来撰写的,使用诸如“你的王国(your kingdom)”和“你的军队(your army)”的表达方式。然而DM仍旧负责整个战役,对玩家的决策所造成的影响进行预计并做出判断。虽然应该允许运营王国的玩家了解这些规则(允许他们这么做会使得王国的建设对DM来说更为简单),但不要给他们机会钻空子滥用规则谋利。比如玩家可能会决定建立一座充满墓地的城市,因为这样能够给城市提供很多奖励,但是DM如果认为这不合理,他就可以判定这个城市会频繁出现不死生物的攻击。同理,一个定居点的魔法商店要比住宅和一般商户还多的话,普通居民就会由于迷信而造成恐慌,移居他处从而使这个定居点缓缓成为鬼城。就如同普通的战役一般,DM是规则的最终仲裁人,并且可以对战役中的事件进行必要的调整。

构筑王国(Kingdom Building)
王国的专用名词(Kingdom Terminology)
构筑王国快速入门(Kingdom Building Quick Reference)
建立王国(Founding a Kingdom)
首都(Capital City)
领袖(Leadership Roles)
领袖获得的经验(Gaining Experience for Leadership)
建造点数(Build Points)
王国回合流程(Kingdom Turn Sequence)
由谁进行王国检定?(Who Rolls the Kingdom Check?)
维持阶段(Upkeep Phase)
法令阶段(Edict Phase)
收益阶段(Income Phase)
事件阶段(Event Phase)
法令(Edicts)
失去地块(Losing Hexes)
改善地形(Terrain Improvements)
特殊地形(Special Terrain)
定居点与区划(Settlements and Districts)
建立定居点(Founding a Settlement)
占领水域与岛屿(Claiming Water and Islands)
定居点的魔法物品(Magic Items in Settlements)
建筑(Buildings)
建筑详述(Building Descriptions)
事件(Events)
可选王国规则(Optional Kingdom Rules)
废弃建筑(Abandoned Buildings)
神祗与圣地(Deities and Holy Sites)
特殊法令(Special Edicts)
外交法令(Diplomatic Edicts)
定居点调整值扩散(Expanding Settlement Modifiers)
探索法令(Exploration Edicts)
美誉与恶名(Fame and Infamy)
政体(Forms of Government)
独立与联合(Independence and Unification)
领袖技能(Leadership Role Skills)
定居点规模(Settlement Sizes)
贸易法令(Trade Edicts)
分封法令(Vassalage Edicts)


原文
劇透 -   :
Kingdoms and War
Some heroes found kingdoms, driving out hostile monsters to make room for peaceful settlers. Others lead soldiers into battle, waging great and terrible wars. This chapter presents rules for building a kingdom and waging war that focus on the larger tactics of city planning and troop strategy rather than managing details of individual settlers and soldiers.

This section uses "kingdom" as a universal term to represent all kinds of domains, regardless of size, form of government, and gender of the ruler. Most of the decisions are in the hands of the players, and these rules are written with that assumption, using terms like "your kingdom" and "your army." However, the GM is still in charge of the campaign, and is expected to make judgments about the repercussions of player decisions. While players running a kingdom should be allowed to read these rules (having them do so makes much of the kingdom building easier for the GM), the players shouldn't think they can abuse these rules to exploit weird corner cases. For example, players may decide to construct a city full of graveyards because of the bonuses they provide to the city, but if the GM believes that is unreasonable, he could decide that the city is prone to frequent undead attacks. Likewise, a settlement with more magic shops than houses and businesses may slowly become a ghost town as all the normal citizens move elsewhere out of superstitious fear. As with a normal campaign, the GM is the final arbiter of the rules, and can make adjustments to events as necessary for the campaign.
« 上次编辑: 2013-08-01, 周四 11:08:04 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #1 于: 2013-07-28, 周日 22:59:06 »
构筑王国(Kingdom Building)
统治王国是一项复杂而困难的任务,只有最具有野心的玩家才能但当此任。许多玩家满足于作为雇佣兵或者宝藏猎人过活,而对为了平民的健康与福祉负责毫无兴趣;对于这些角色来说,一个王国不过是在下一次冒险的路途中借道而过的地区。然而对那些想一展宏图,建立自己的权力之地进而影响世界的角色来说,则可以使用本章来构筑出一种不同于以往的战役。如果玩家对于统治小镇、城堡以及其周边的小片辖区感兴趣的话,可以使用构筑王国部分的规则专注于定居点和玩家的私人领地。如果玩家们有更宏伟的目标——比如开拓新兴的独立王国,这些规则则允许他们建造城市、从事贸易、进行外交以及发动战争。
这些规则的前提是假定所有王国的领袖都会致力于王国的繁荣和稳定,而不是压榨人民和私吞国库。同时还假定这些领袖会相互协作,而不会相互抗争或者进行冲突。如果战役的一开始就涉足了这些领域,那么DM可以自由引入新规则来处理这些行为。
于探索(exploration)系统一样,构筑王国规则也使用六边形的地块来测量范围。每个地块的对角距离为12英里,代表不到95平方英里的地区。地块的尺寸是一个抽象概念;它很容易量化,并且使DM能够将一大片区域归为一种类型的地形,而不用去担心森林和其他地貌特征的精确边界。

概述(Overview)
你可以参考后述内容来了解构筑王国规则的关键部分:
在构筑王国主要规则以及建筑类型之后的是几个可选规则。比如宗教建筑的影响会基于阵营与神的组合带来不同的调整值,你的王国的美誉与恶名,不同类型的政府的规则,以及在回合中你可以宣布的特殊法令。

地图范例


原文
劇透 -   :
Kingdom Building

Ruling a kingdom is a complex and difficult task, one undertaken only by the very ambitious. Many PCs are content to live as mercenaries or treasure hunters, no interest in being responsible for the health and well-being of subjects; for these characters, a kingdom is simply a place they pass through on the way to the next adventure. However, characters who are keen to spread their wings and forge a place of power and influence in the world can use this chapter to create a different sort of campaign. If the PCs are interested in ruling only a single town or castle and the small region around it, kingdom building can focus primarily on the settlement and the PCs' personal demesne. If the PCs have larger goals, such as carving out a new, independent kingdom, these rules allow them to build cities and engage in trade, diplomacy, and war.

These rules assume that all of the kingdom's leaders are focused on making the kingdom prosperous and stable, rather than oppressing the citizens and stealing from the treasury. Likewise, the rules assume that the leaders are working together, not competing with each other or working at odds. If the campaign begins to step into those areas, the GM is free to introduce new rules to deal with these activities.

Like the exploration system, the kingdom-building rules measure terrain in hexes. Each hex is 12 miles from corner to corner, representing an area of just less than 95 square miles. The hex measurement is an abstraction; the hexes are easy to quantify and allow the GM to categorize a large area as one terrain type without having to worry about precise borders of forests and other terrain features.
Overview

The key parts of the kingdom-building rules that you'll be referencing are as follows:

    Explanation of the kingdom terminology used throughout this section.
    Step-by-step instructions for founding a kingdom.
    The turn sequence for an established kingdom.
    The game statistics for terrain improvements.
    Step-by-step instructions on how to found your first settlement.
    The game statistics for the types of buildings.

Following the main rules and the types of buildings are several optional rules for kingdom building, such as modifying the effect of religious buildings based on alignment or deity portfolio, tracking Fame and Infamy scores for your kingdom, rules for different types of government, and special edicts you can declare during the turn sequence.
« 上次编辑: 2013-07-28, 周日 23:51:11 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #2 于: 2013-07-28, 周日 22:59:23 »
王国的专用名词(Kingdom Terminology)
王国拥有许多描述和定义它的属性。这些都会在王国卡(kingdom sheet)中记录,就好像角色的属性在角色卡中一样。

阵营(Alignment):你的王国和玩家一样拥有阵营,这取决于你何时让王国定型。王国的阵营代表了在王国中的人民构成一个群体时,大部分人的观点和行为。(某个公民,甚至领袖可能会有不同的阵营。)当你确立王国的阵营后,将后述调整加到王国的属性上:混乱(+2忠诚);邪恶(+2经济);善良(+2忠诚);守序(+2经济);中立(+2稳定,如果完全中立则应用两次)。王国的阵营很少会变化,不过在经过DM的允许后,可以经由王国的统治者或者人民的行为来将其改变。

建造点数(Build Points):衡量王国资源的单位叫做建造点数(或者缩写为BP),它代表着设备、劳动力、资金等等内容。建造点数可以用来获取新的领土地块,发展新的建筑、定居点以及改良地形。你的王国自身也会消耗BP。

开销(Consumption):开销表示每月维持王国运作所需要消耗的BP数量。你的王国的开销等同于它的规模(size),并通过定居点和地形效果进行调整(比如农田和渔场)。开销不会降低至0以下。

管控DC(Control DC):有些王国行动需要成功的检定(1d20 + 调整值)才能进行——这被称作管控检定。管控检定的基本DC等同于20 + 王国规模的地块数量 + 你的所有定居点所占区划的总数 + 任何其他特殊影响与环境带来的调整值。除非另有说明,否则王国检定的DC等同于管控DC。

经济(Economy):这个属性用于衡量你的王国的工人生产力以及贸易的活力,它同时代表了资金方面以及知识、创新和技术方面。你的王国的初始经济为0,加上你的王国的阵营调整值与领袖调整值。

王国检定(Kingdom Check):一个王国拥有三种属性:经济(Economy),忠诚(Loyalty)和稳定(Stability)。王国的这几项初始属性均为0,加上你的王国的阵营调整值,领袖提供的加值以及其他调整值。许多王国行动与事件都需要你进行王国检定,或者使用你的经济、忠诚或者稳定属性(1d20 + 适当的属性 + 其他调整值)。你无法在王国检定中取10或者取20。王国检定在自然掷出1时自动失败,在自然掷出20时自动成功。

忠诚(Loyalty):忠诚代表了你的形象在民众中具有多少好感,在逆境中和平地生活在一起的能力,以及在必要的时刻为了彼此而战的精神。你的王国的初始忠诚为0,加上你的王国的阵营调整值与领袖调整值。

人口(Population):实际人口数量并不会影响你的王国的属性,但是追踪这个数据会很有趣。定居点与区划的描述中会注明每个定居点的人口。

规模(Size):这个属性代表了你的王国具有多少个地块。新的王国的规模为1。

稳定(Stability):稳定代表了王国中的物质和社会幸福度,从公民的健康和安全到持久并最大限度地利用自然资源的能力。你的王国的初始稳定为0,加上你的王国的阵营调整值与领袖调整值。

国库(Treasury):国库代表着你的王国中储存并可供你花费的BP数量(这与你的角色获得金币与其他贵重物品后,可以用于购买装备的模式类似)。你的国库存量可能低于0(这意味着你的王国开销超出了它所储蓄的资源,处于负债运营的情况),但是这会增加动荡值(见维持阶段

回合(Turn):一个王国回合会横跨1个月的游戏时间。你需要在每个月的月底进行王国检定以及其他关于统治王国的决策。

动荡值(Unrest):你的王国的动荡值代表了臣民的反抗程度。你的王国的初始动荡值为0。动荡值不会低于0(任何使其低于0事情都会被浪费)。从你的经济、忠诚和稳定检定中减去你的王国的动荡值。如果你的王国的动荡值达到11或更高,王国就会开始失去它已经拥有的地块控制权。如果你的王国的动荡值曾达到20,那么王国会陷入无政府状态(见维持阶段)。

原文
劇透 -   :
Kingdom Terminology

Kingdoms have attributes that describe and define them. These are tracked on a kingdom sheet, like a character's statistics are on a character sheet.

Alignment: Like a PC, your kingdom has an alignment, which you decide when you form the kingdom. The kingdom's alignment represents the majority outlook and behavior of the people within that kingdom when they're considered as a group. (Individual citizens and even some leaders may be of different alignments.) When you decide on your kingdom's alignment, apply the following adjustments to the kingdom's statistics: Chaotic: +2 Loyalty; Evil: +2 Economy; Good: +2 Loyalty; Lawful: +2 Economy; Neutral: Stability +2 (apply this twice if the kingdom's alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral). A kingdom's alignment rarely changes, though at the GM's option, it can shift through the actions of its rulers or its people.

Build Points: Build points (or BP for short) are the measure of your kingdom's resources—equipment, labor, money, and so on. They're used to acquire new hexes and develop additional buildings, settlements, and terrain improvements. Your kingdom also consumes BP to maintain itself.

Consumption: Consumption indicates how many BP are required to keep the kingdom functioning each month. Your kingdom's Consumption is equal to its Size, modified by settlements and terrain improvements (such as Farms and Fisheries). Consumption can never go below 0.

Control DC: Some kingdom actions require a check (1d20 + modifiers) to succeed—this is known as a control check. The base DC for a control check is equal to 20 + the kingdom's Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects. Unless otherwise stated, the DC of a kingdom check is the Control DC.

Economy: This attribute measures the productivity of your kingdom's workers and the vibrancy of its trade, both in terms of money and in terms of information, innovation, and technology. Your kingdom's initial Economy is 0 plus your kingdom's alignment and leadership modifiers.

Kingdom Check: A kingdom has three attributes: Economy, Loyalty, and Stability. Your kingdom's initial scores in each of these attributes is 0, plus modifiers for kingdom alignment, bonuses provided by the leaders, and any other modifiers. Many kingdom actions and events require you to attempt a kingdom check, either using your Economy, Loyalty, or Stability attribute (1d20 + the appropriate attribute + other modifiers). You cannot take 10 or take 20 on a kingdom check. Kingdom checks automatically fail on a natural 1 and automatically succeed on a natural 20.

Loyalty: Loyalty refers to the sense of goodwill among your people, their ability to live peaceably together even in times of crisis, and to fight for one another when needed. Your kingdom's initial Loyalty is 0 plus your kingdom's alignment and any modifiers from your kingdom's leadership role.

Population: Actual population numbers don't factor into your kingdom's statistics, but can be fun to track anyway. The population of each settlement is described in Settlements and Districts.

Size: This is how many hexes the kingdom claims. A new kingdom's Size is 1.

Stability: Stability refers to the physical and social well-being of the kingdom, from the health and security of its citizenry to the vitality of its natural resources and its ability to maximize their use. Your kingdom's initial Stability is 0 plus your kingdom's alignment and leadership modifiers.

Treasury: The Treasury is the amount of BP your kingdom has saved and can spend on activities (much in the same way that your character has gold and other valuables you can spend on gear). Your Treasury can fall below 0 (meaning your kingdom's costs exceed its savings and it is operating in debt), but this increases Unrest (see Upkeep Phase).

Turn: A kingdom turn spans 1 month of game time. You make your kingdom checks and other decisions about running your kingdom at the end of each month.

Unrest: Your kingdom's Unrest indicates how rebellious your citizens are. Your kingdom's initial Unrest is 0. Unrest can never fall below 0 (anything that would modify it to less than 0 is wasted). Subtract your kingdom's Unrest from all Economy, Loyalty, and Stability checks. If your kingdom's Unrest is 11 or higher, the kingdom begins to lose control of hexes it has claimed. If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy (see Upkeep Phase).
« 上次编辑: 2013-07-28, 周日 23:51:59 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #3 于: 2013-07-28, 周日 23:00:03 »
构筑王国快速入门(Kingdom Building Quick Reference)
要想构筑一个王国,首先你要建立一个小规模定居点——比如村庄或城镇——之后向外扩张领土,占领附近的地块,建立其他的定居点并且在这些定居点内修筑建筑。在地块和定居点内建造的建筑会影响你的王国的经济、臣民的忠诚、政体的稳定、以及怪物的攻击与其他威胁使臣民恐慌,进而让王国陷入混乱的可能性。
你和其他玩家们会以特殊的身份领导王国,比如统治者(ruler),大祭司(High Priest),将军(General)等等。在你管理王国的经济以及其他重要问题时,这些领袖会在相关检定中提供加值。比如拥有大祭司会使你的王国更加稳定、臣民更为忠诚,司库(Treasurer)则会使你的王国盈利更多。
王国使用一种被称作建造点数(Build Points)的单位来取代金币,它代表着资金、劳动力、知识和原材料。尽管可以gp和BP可以来回换算,不过在大多数情况下你只会使用BP运营王国。
统治王国需要一回合一回合地进行,就像战斗要一轮轮地进行一般。一个王国回合会花费1个月的游戏时间。每一回合你需要按顺序执行四个阶段:在维持阶段中,你要支付王国的开销;在法令阶段中,可以进行征兵并修缮王国;在收益阶段(Income phase)中,你可以收税;最后在事件阶段(Events phase),你会得知在王国中会发生何种事件,这些事件可好可坏。
如果你是第一次阅读这些规则,那么请从建立定居点的部分开始,之后再阅读构筑王国的其他部分。如果出现了某些你不熟悉的专用名词,那么最好先查看王国的专用名词这一部分,在那里你可以找到这些名词的详细解释。

原文
劇透 -   :
Kingdom Building Quick Reference

With building a kingdom, you begin by founding a small settlement—such as a village or town—and expand your territory outward, claiming nearby hexes, founding additional settlements, and constructing buildings within those settlements. What you build in a hex or a settlement affects the economy of your kingdom, the loyalty of your citizens, the stability of the government, and the likeliness that kingdom will fall into chaos when citizens worry about monster attacks and other threats.

You and the other PCs take specific roles in leading your kingdom, such as Ruler, High Priest, General, and so on. The leaders provide bonuses on rolls you make to manage the kingdom's economy and other important issues. For example, having a High Priest makes your kingdom more stable and your citizens more loyal, and having a Treasurer makes your kingdom more profitable.

Instead of using gold pieces, a kingdom uses a type of currency called build points (BP), which represent actual cash, labor, expertise, and raw materials. While it is possible to convert gp into BP and back again, for the most part you'll just be spending BP to run your kingdom.

Running a kingdom takes place over a series of turns, similar to how combat takes place over a series of rounds. A kingdom turn takes 1 month of game time. Each turn has four phases which you resolve in order: the Upkeep phase, where you pay the kingdom's bills; the Edict phase, where you levy taxes and build improvements; the Income phase, where you collect taxes; and the Events phase, where you see if something especially good or bad happens to your kingdom.

If this is your first time reading these rules, start with the section on Founding a Settlement and read the rest of the kingdom-building rules in order. If you find a term you're not familiar with, check the Kingdom Terminology section for a better idea of where you can find that information.
« 上次编辑: 2013-07-28, 周日 23:52:24 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #4 于: 2013-07-28, 周日 23:00:10 »
建立王国(Founding a Kingdom)
拥有第一个定居点是建立王国的起点。你需要做一些影响王国最初属性的最初决断,并开始记录这些属性。一旦你完成下面的步骤,则进入王国回合流程

选择王国的阵营(Choose Your Kingdom's Alignment):你的王国的阵营可以帮助你确定王国的忠诚、繁荣和稳定程度。你的王国可能是守序善良的堡垒,对抗并邻近魔鬼信众的土地;或者中立混乱的不法贸易者的领地,他们的政府极少干预人民的权利。

选择领袖(Choose Leadership Roles):为所有参与治理王国玩家和NPC设置领袖的职务,比如统治者,将军和大祭司。领袖会为征税、治理人民暴动和类似问题中的检定提供加值。

设立国库(Start Your Treasury):在你开始运营第一个定居点后,剩余的建造点数会用于构筑你最初的国库。

确立王国的属性(Determine Your Kingdom's Attributes):你的初始经济、忠诚和稳定属性基于你的王国阵营和定居点中已有的建筑。(如果你起始拥有多个定居点,那么这次计算要包含所有定居点。)

原文
劇透 -   :
Founding a Kingdom

Once you have your first settlement, you have the start of a kingdom. You'll need to make some initial decisions that affect your kingdom's statistics, and record them.

Choose Your Kingdom's Alignment. Your kingdom's alignment helps determine how loyal, prosperous, and stable your kingdom is. Your kingdom may be a lawful good bastion against a nearby land of devil worshipers, or a chaotic neutral territory of cutthroat traders whose government does very little to interfere with the rights of its citizens.

Choose Leadership Roles. Assign the leadership roles for all PCs and NPCs involved in running the kingdom, such as Ruler, General, and High Priest. The leadership roles provide bonuses on checks made to collect taxes, deal with rioting citizens, and resolve similar issues.

Start Your Treasury. The build points you have left over from starting your first settlement make up your initial Treasury.

Determine Your Kingdom's Attributes. Your initial Economy, Loyalty, and Stability scores are based on the kingdom's alignment and the buildings your settlement has. (If you start with more than one settlement, include all the settlements in this reckoning.)

Once you've completed these steps, move on to Kingdom Turn Sequence.
« 上次编辑: 2013-07-28, 周日 23:54:40 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #5 于: 2013-07-28, 周日 23:00:20 »
首都(Capital City)
一个王国应该有一座首都——你的力量象征。你的第一个定居点就是你的首都。如果你希望将另一个定居点指定为首都,那么你可以在法令阶段的第6步(Step 6)中这么做。首都的位置在失去地块引起王国领地分割时至关重要。如果你更换首都,那么需要进行稳定检定,成功则会使动荡值提高1点;失败则意味着动荡值提高1d6点。

原文
劇透 -   :
Capital City

A kingdom should have a capital city—the seat of your power. Your first settlement is your capital. If you want to designate a different settlement as the capital, you may do so in Step 7 of the Edict phase. Your capital city primarily comes into play if your kingdom loses hexes. If you change the capital city, attempt a Stability check. Success means Unrest increases by 1; failure means Unrest increases by 1d6.
« 上次编辑: 2013-07-28, 周日 23:55:11 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #6 于: 2013-07-28, 周日 23:00:27 »
领袖(Leadership Roles)
一个稳定的王国拥有从事不同工作的领袖——分别处理经济、国防、公民健康等事务。玩家和NPC可以担任这些职务;你的战士可能是王国的守护者,队伍中的牧师是大祭司,等等。每个职务都会赋予王国不同的好处。
一个角色同一时间只能担任一种职务。比如你的角色不能同时成为统治者和大祭司。即使你希望统治者成为王国的宗教领袖,她也会因为忙于治理国家而无法处理大祭司的事务;她需要委托别人来做这些工作。
必须有什么人成为王国的统治者;若缺少统治者,王国就无法执行基础的行动,而且每轮都会获得动荡值。其他职务都是可选的,但是缺少某个职务的领袖会使你的王国受到一些惩罚。
这些领袖可以成为任何政体的组成部分;在有的王国中,他们组成议会的形式,而在其他情况下,他们可能是顾问,大臣,统治者的亲属,或者单纯由于权势很大而坐上权力宝座的贵族、商贾或者官僚。这些职务的名称是游戏术语,它们不需要与王国中对应的职务名称相符——你的王国的统治者可能被称为国王、女王、受选者、君王、霸主、苏丹等等。

领袖的职责(Responsibilities of Leadership):为了获得领袖带来的好处,你每个月必须至少花费7天来履行你的职责;这些日子不必连续。你可以对这些事务进行扮演,或者在背景中执行而无需明确扮演出来。履行职责的时间不能被用于参与冒险,制造魔法物品或者完成其他休整期(downtime)中需要你长期关注或参与的行动(见第二章)。在回合中未能完成你的职责则视为该职务空缺。
在大多数战役中,玩家们最好在一个月内的同一时期履行这些职责,这么做才能使每个人都有相同的空余时间尝试冒险活动。

玩家与NPC领袖(PCs and NPCs as Leaders):小型的冒险者团体的人数不足,因此无法担任本规则提供的所有重要领袖职务。你可以招募NPC来担任王国中剩余的必要职务。同伙、追随者、甚至有智能的魔宠或类似的伙伴都可以担任领袖的职务,此外你也可以考虑邀请NPC盟友成为统治者,比如要求曾经被你拯救的游侠成为王国的元帅。

放弃职务(Abdicating a Role):如果你希望辞退领袖的职务,则必须找到接替者来避免你的职务空缺带来的惩罚。放弃职务会需要进行忠诚检定并使动荡值提高1点;如果检定失败,职务空缺带来的惩罚会持续1回合,直至新的领袖担任这个职务为止。如果你是统治者,放弃职务会使动荡值增加2点,并且在避免职务空缺惩罚的忠诚检定中受到-4减值。
如果你并非统治者,并且辞退职务是为了担任王国中的其他领袖职务,那么动荡值不会增加,并且你会在避免职务空缺的忠诚检定中获得+4加值。

领袖属性(Leader Statistics):不同领袖的属性会体现在如下几点。

优势(Benefit):此处注明的内容为,你的王国中有角色担任这个领袖时获得的优势。如果你拥有领导力(Leadership)专长,这个优势会增加1点。如果此处让你选择两种属性之一,则使用最高的那个。
只要有角色处于这个职务,大多数优势就会持续存在,但是不会与自身叠加。比如将军(General)会使忠诚增加2点,那么将军会给王国的忠诚提供恒定的+2加值(而不是每个回合叠加+2),当她死亡或者辞去职务后本加值就会消失。如果优势涉及构筑王国的特定阶段,那么该优势会在每回合的这个阶段生效。比如王国执行人(Royal Enforcer)会在每个维持阶段降低1点动荡值。

空缺惩罚(Vacancy Penalty):此处注明的内容为,你的王国中没有人担任这个领袖,或者领袖没有投入足够的时间履行职责时受到的惩罚。有的领袖职务没有空缺惩罚。如果担任某个领袖的角色被杀害,在回合内丧失履行职责的能力并且无法在下一回合的开始之前恢复健康,那么该职务会在下一回合视为空缺,在这之后可以指派接替者,填补这个空缺。
与优势类似,只要这个领袖职务空缺,大部分空缺惩罚就会持续存在,并且不会与自身叠加。若某个领袖的空缺会增加动荡值,那么这些增加值在职务被填补后也不会消失。比如王国的某一回合没有统治者,动荡值会增加4点,并且不会在你填补了统治者的职务空缺后自动恢复到之前的水平。

引用
统治者(Ruler)
统治者是王国中地位最高的人,甚至高于王国的其他领袖,他体现了整个王国的价值观。统治者是王国中最重要仪式的执行人(比如加冕骑士以及签订条约),同时还是王国的首席外交官(尽管这些职责通常由外交大臣[Grand Diplomat]执行),影响整个王国的律法的签署人,能够在适当的时候赦免罪犯,并且具有将他人任命为政府中其他高等职务的责任(比如其他领袖、定居点的市长以及法官)。

优势(Benefit):选择一项王国的属性(经济,忠诚或稳定)。将你的魅力调整值加到这项属性上。如果你的王国规模为26-100,则选择第二个王国属性并将你的魅力调整值加在其上。如果你的王国规模达到101或更高,则将你的魅力调整值加到第三个王国属性上。
如果你有领导力专长,那么将该专长带来的加值应用到你能够影响的所有王国属性中(一至三项属性,这取决于你的王国的规模)。
如果你与某个地位与你平等的人结为连理,那么你们两人都被视为统治者。将你们两人的魅力调整值加到王国的属性上(若你的王国够大的话则为多项属性)。只要你们其中一人能够履行每月的职责,就能够避免空缺惩罚。
在王国领袖与是否真的是贵族毫无干系的战役中,要求“某个地位与你平等的人”是不恰当的,它应该代表两名统治者之间的婚姻。而在领袖是贵族或皇室的战役中,与地位较低的人结婚则仅仅意味着对方成为配偶,而不是成为统治者。

空缺惩罚(Vacancy Penalty):缺少统治者的王国无法占领新的地块,建立农场,建造道路或者购置定居点的区划。在王国的维持阶段增加4点动荡值。

引用
配偶(Consort)
配偶通常为与统治者结为连理之人,她需要花时间在朝廷中露面、与进谏的贵族交谈、在王国中巡游鼓舞臣民等等。在大多数王国中,你不能让一对结婚的统治者同时具有配偶的优势。
在统治者忙于其他事务或者无法行动时,配偶就可以代表统治者。只要经过统治者的许可,配偶就能执行任何统治者的职责,这么做使得统治者同时在两处进行有效地行动成为可能。如果统治者死亡,配偶可以在继承人(Heir)到达合适的年龄接任统治者之前,如同统治者一般行动。

优势(Benefit):将你的魅力调整值的一半加到忠诚上。如果统治者在一回合内无法行动,你就可以在这回合中作为统治者行动,使王国免受统治者的空缺惩罚,不过你无法获得统治者的优势。如果你在某一回合内被视为统治者,那么你必须在王国的维持阶段成功进行忠诚检定,失败则会使动荡值增加1点。

空缺惩罚(Vacancy Penalty):无。

引用
顾问(Councilor)
顾问被视为臣民与其他王国领袖间的联络人,剖析国民整体的诉求并用易于理解的形式向人民宣读领袖的公告。确保统治者做出的决策能够为王国与子民造福是顾问的职责。

优势(Benefit):将你的魅力调整值或者感知调整值加到忠诚之上。

空缺惩罚(Vacancy Penalty):忠诚下降2点。王国无法从假日法令中获益。在维持阶段动荡值增加1点。

引用
将军(General)
将军是王国武装力量中级别最高的成员。如果王国拥有陆军与海军,这些组织的首脑就需要向王国的将军进行报告。将军的职责是关注军事上的需求,并且在战争时期指挥王国的军队。大多数臣民会视将军为保护者和爱国者。

优势(Benefit):将你的魅力调整值或者力量调整值加到稳定之上。

空缺惩罚(Vacancy Penalty):忠诚下降4点。

引用
外交大臣(Grand Diplomat)
外交大臣负责王国的外交政策——如何与其他王国或者类似的政治组织(比如具有智能的怪物部落)进行沟通。外交大臣是王国中所有其他外交官、使节以及大使的长官。外交大臣的职责是在与外国势力接触时代表并维护王国的利益。

优势(Benefit):将你的魅力调整值或者智力调整值加到稳定上。

空缺惩罚(Vacancy Penalty):稳定下降2点。王国无法发布外交法令探索法令

引用
继承人(Heir)
继承人通常为统治者的子嗣,尽管某些王国可能会指定重要的顾问(比如皇室总管[seneschal])为继承人。继承人通常会把时间花在学习如何成为统治者上——进行学术以及军事上的训练、在王国中巡游以了解土地和臣民、经历宫廷生活的尔虞我诈等等。
由于继承人具有成为下一任统治者的潜力,因此继承人的地位与配偶类似,可以被视为统治者的代表。

优势(Benefit):将你的魅力调整值的一半加到忠诚上。你可以在一回合内被视为统治者,用于使王国免受统治者的空缺惩罚,不过你无法获得统治者的优势。如果你在某一回合内被视为统治者,那么你必须在王国的维持阶段成功进行忠诚检定,失败则会使动荡值增加1点。

空缺惩罚(Vacancy Penalty):无。

引用
大祭司(High Priest)
大祭司会照管王国的宗教需求并对它的成长进行引导。如果你的王国拥有一种官方宗教(official religion),那么大祭司可能也会是这个宗教在王国中的最高等级的成员,并且在这个信仰的低阶牧师之上的责任,这类似于外交大臣之于王国的外交官与使节。如果王国没有官方宗教,大祭司就可能是王国内最流行的宗教的代表、或者王国内所有合法宗教的利益的中立代表。

优势(Benefit):将你的魅力调整值或者感知调整值加到稳定上。

空缺惩罚(Vacancy Penalty):稳定和忠诚下降2点。在维持阶段动荡值增加1点。

引用
大法师(Magister)
大法师管理王国中的高等教育与魔法事务,在国民中促进教育与知识的普及,并且代表魔法、科技与学术界的利益。在大多数王国中,大法师是一名智者、法师或者知识之神的牧师,并且监管除了金融方面以外的政府官僚机构。

优势(Benefit):将你的魅力调整值或者智力调整值加到经济上。

空缺惩罚(Vacancy Penalty):经济下降4点。

引用
巡查官(Marshal)
巡查官要确保王国的偏远地区到首都附近的所有疆土都能够执行王国的律法。巡查官还负责保护王国的边疆。他会组织定期的巡逻,并且与将军协同处理民兵和冒险者无法单独应对的威胁。

优势(Benefit):将你的敏捷调整值或者感知调整值加到经济上。

空缺惩罚(Vacancy Penalty):经济下降4点。

引用
皇家执刑官(Royal Enforcer)
皇家执刑官的工作涉及惩罚罪犯、与顾问协作,确保国民对政府处理犯罪者的态度感到满意、与巡查官协作抓捕逃犯。皇家执刑官可以以律法的名义授予平民夺取他人性命的权力。

优势(Benefit):将你的敏捷调整值或者力量调整值加到忠诚上。在维持阶段,你可以使动荡值下降1点(这无法因为拥有领导力专长而受到影响);如果你这么做,你必须成功进行忠诚检定,失败则会使忠诚下降1点。

空缺惩罚(Vacancy Penalty):无。

引用
谍报官(Spymaster)
谍报官会监视王国中的犯罪分子、黑社会以及其他王国的间谍。谍报官总是能够在王国最薄弱的位置建立防线,在国内使用到手的信息保护王国的利益,同时在国外建立间谍与信息组成的情报网。

优势(Benefit):在法令阶段,选择一种王国属性(经济、忠诚或稳定)。将你的敏捷调整值或者智力调整值加到这个属性上。

空缺惩罚(Vacancy Penalty):经济下降4点。在维持阶段动荡值增加1点。

引用
司库(Treasurer)
司库要监察王国的国库状况、公民对货币价值的信心、并调查任何在系统中获取不当得利的交易行为。司库主管征税,并且会跟进公会和其他政府机构的负债和信用情况。

优势(Benefit):将你的智力调整值或者感知调整值加到经济上。

空缺惩罚(Vacancy Penalty):经济下降4点。王国无法征税——当你要在法令阶段正常征税时,王国不会收取任何税款,税收等级(taxation level)被认为是“无(none)”。

引用
总督(Viceroy)
总督代表在某些特殊地区在持续发展基础之上的统治者的利益,诸如殖民地(colony)或者附庸国(vassal state)(见可选的分封法令)。总督时实际上是这片领地的统治者;只有统治者直接下达的命令能够取代她的决定。

优势(Benefit):将你的智力调整值或者感知调整值的一半加到经济上。你可以担任你的殖民地或者附庸国中的任意领袖职务(包括统治者),但是你所提供的任何优势都要比正常少1点;如果你这么做,就必须在你花费7天履行总督的职责之外,额外在该月花费7天履行该领袖职务的职责。

空缺惩罚(Vacancy Penalty):如果你的附庸国没有总督,就如同王国没有统治者一般受到空缺惩罚。

引用
监察官(Warden)
监察官负责在大型的定居点中执行法律,以及确保王国领袖的安全。监察官还会与将军合作调兵遣将,保护定居点并且对内部威胁做出反应。

优势(Benefit):将你的体质调整值或者力量调整值加到忠诚上。

空缺惩罚(Vacancy Penalty):忠诚以及稳定下降2点。

原文
劇透 -   :
Leadership Roles

A stable kingdom has leaders that fill different roles—tending to the economy, defense, and health of its citizens. PCs and NPCs can fill these roles; your fighter may be the kingdom's Warden, the party cleric its High Priest, and so on. Each role grants the kingdom different benefits.

A character can only fill one leadership role at a time. For example, your character can't be both the Ruler and the High Priest. Even if you want the Ruler to be the head of the kingdom's religion, she's too busy ruling to also do the work of a High Priest; she'll have to appoint someone else to do that work.

The kingdom must have someone in the Ruler role to function; without a Ruler, the kingdom cannot perform basic actions and gains Unrest every turn. All other roles are optional, though leaving certain roles vacant gives your kingdom penalties.

These leadership roles can be a part of any form of government; in some kingdoms they take the form of a formal ruling council, while in others they may be advisors, ministers, relatives of the leader, or simply powerful nobles, merchants, or bureaucrats with access to the seat of power. The names of these roles are game terms and need not correspond to the titles of those roles in the kingdom—the Ruler of your kingdom may be called king, queen, chosen one, padishah, overlord, sultan, and so on.

Responsibilities of Leadership: In order to gain the benefits of leadership, you must spend at least 7 days per month attending to your duties; these days need not be consecutive. This can be roleplayed or can be assumed to run in the background without needing to be defined or actively played out. Time spent ruling cannot be used for adventuring, crafting magic items, or completing other downtime activities (see Chapter 2) that require your full attention and participation. Failure to complete your duties during a turn means treating the role as thought it's vacant.

For most campaigns, it's best to have the PCs pick the same days of the month for these administrative duties, so everyone is available for adventuring at the same time.

PCs and NPCs as Leaders: These rules include enough important leadership roles that a small group of PCs can't fill them all. You may have to recruit NPCs to fill out the remaining necessary roles for your kingdom. Cohorts, followers, and even intelligent familiars or similar companions can fill leadership roles, and you may want to consider inviting allied NPCs to become rulers, such as asking a friendly ranger you rescued to become the kingdom's Marshal.

Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by 1 and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by 2 instead of 1, and you take a —4 penalty on the Loyalty check to avoid the vacancy penalty.

If you are not the Ruler and are leaving one leadership role to take a different one in the kingdom, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.

Leader Statistics: The statistics for the different roles are presented as follows.

Benefit: This explains the benefit to your kingdom if you have a character in this role. If you have the Leadership feat, increase this benefit by 1. If this section gives you a choice of two ability scores, use whichever is highest.

Most benefits are constant and last as long as there is a character in that role, but don't stack with themselves. For example, a General increases Loyalty by 2, so the General provides a constant +2 to the kingdom's Loyalty (not a stacking +2 increase every turn), which goes away if she dies or resigns. If a benefit mentions a particular phase in kingdom building, that benefit applies every turn during that phase. For example, the Royal Enforcer decreases Unrest by 1 at every Upkeep phase.

Vacancy Penalty: This line explains the penalty to your kingdom if no character fills this role, or if the leader fails to spend the necessary time fulfilling his responsibilities. Some roles have no vacancy penalty. If a character in a role is killed or permanently incapacitated during a turn and not restored to health by the start of the next kingdom turn, that role counts as vacant for that next turn, after which a replacement can be appointed to the role.

Like benefits, most vacancy penalties are constant, last as long as that role is vacant, and don't stack with themselves. If a vacant role lists an increase to Unrest, however, that increase does not go away when the role is filled. For example, if the kingdom doesn't have a ruler for a turn, Unrest increases by 4 and doesn't automatically return to its previous level when you eventually fill the vacant Ruler role.
Ruler

The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom's most important ceremonies (such as knighting royals and signing treaties), is the kingdom's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

Benefit: Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. If your kingdom's Size is 26—100, choose a second kingdom attribute and add your Charisma modifier to it as well. If your kingdom's Size is 101 or more, choose a third kingdom attribute and add your Charisma modifier to it too.

If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom's Size).

If you marry someone of equal station, you both can act as Ruler. You both add your Charisma modifiers to the kingdom attribute (or attributes, if the kingdom is large enough). As long as one of you is present for 1 week per month, you avoid the vacancy penalty.

In a typical campaign where the kingdom leaders have no ties to actual nobility, "someone of equal station" is irrelevant and your marriage is between two Rulers. In a campaign where the leaders are nobles or royals, marrying someone of lesser station means the spouse becomes a Consort rather than a Ruler.

Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom's Upkeep phase.
Consort

The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the kingdom to lift the spirits of the people, and so on. In most kingdoms, you cannot have two married Rulers and a Consort at the same time.

The Consort represents the Ruler when the Ruler is occupied or otherwise unable to act. With the Ruler's permission, the Consort may perform any of the Ruler's duties, allowing the Ruler to effectively act in two places at once. If the Ruler dies, the Consort may act as Ruler until the Heir comes of age and can take over as Ruler.

Benefit: Add half your Charisma modifier to Loyalty. If the ruler is unavailable during a turn, you may act as the Ruler for that turn, negating the vacancy penalty for having no Ruler, though you do not gain the Ruler benefit. If you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom's Upkeep phase or Unrest increases by 1.

Vacancy Penalty: None.
Councilor

The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders' proclamations to the people in understandable ways. It is the Councilor's responsibility to make sure the Ruler is making decisions that benefit the kingdom's communities and its citizens.

Benefit: Add your Charisma modifier or Wisdom modifier to Loyalty.

Vacancy Penalty: Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep phase, Unrest increases by 1.
General

The General is the highest-ranking member of the kingdom's military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom's General. The General is responsible for looking after the needs of the military and directing the kingdom's armies in times of war. Most citizens see the General as a protector and patriot.

Benefit: Add your Charisma modifier or Strength modifier to Stability.

Vacancy Penalty: Loyalty decreases by 4.
Grand Diplomat

The Grand Diplomat is in charge of the kingdom's foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the kingdom with regard to foreign powers.

Benefit: Add your Charisma modifier or Intelligence modifier to Stability.

Vacancy Penalty: Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.
Heir

The Heir is usually the Ruler's eldest son or daughter, though some kingdoms may designate a significant advisor (such as a seneschal) as Heir. The Heir's time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the kingdom to get to the know the land and its people, experiencing the intrigues of courtly life, and so on.

Because the Heir carries the potential of being the next Ruler, the Heir's role is similar to the Consort in that the Heir may act on behalf of the Ruler.

Benefit: Add half your Charisma modifier to Loyalty. You may act as the Ruler for a turn, negating the vacancy penalty for the kingdom having no Ruler, though you do not gain the Ruler benefit. Whenever you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom's Upkeep phase or Unrest increases by 1.

Vacancy Penalty: None.
High Priest

The High Priest tends to the kingdom's religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom's ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.

Benefit: Add your Charisma modifier or Wisdom modifier to Stability.

Vacancy Penalty: Stability and Loyalty decrease by 2. During the Upkeep phase, Unrest increases by 1.
Magister

The Magister guides the kingdom's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

Benefit: Add your Charisma modifier or Intelligence modifier to Economy.

Vacancy Penalty: Economy decreases by 4.
Marshal

The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.

Benefit: Add your Dexterity modifier or Wisdom modifier to Economy.

Vacancy Penalty: Economy decreases by 4.
Royal Enforcer

The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.

Benefit: Add your Dexterity modifier or Strength modifier to Loyalty. During the Upkeep phase, you may decrease Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1.

Vacancy Penalty: None.
Spymaster

The Spymaster observes the kingdom's criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom's underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.

Benefit: During the Edict phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.

Vacancy Penalty: Economy decreases by 4. During the Upkeep phase, Unrest increases by 1.
Treasurer

The Treasurer monitors the state of the kingdom's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

Benefit: Add your Intelligence modifier or Wisdom modifier to Economy.

Vacancy Penalty: Economy decreases by 4. The kingdom cannot collect taxes—during the Edict phase, when you would normally collect taxes, the kingdom does not collect taxes at all and the taxation level is considered "none."

Viceroy

The Viceroy represents the Ruler's interests on an ongoing basis in a specific location such as a colony or vassal state (see the optional Vassalage edict). The Viceroy is in effect the Ruler for that territory; her orders are superceded only by direct commands from the Ruler.

Benefit: Add half your Intelligence or Wisdom modifier to Economy. You may assume any leadership role (including Ruler) for your colony or vassal state, but any benefit you provide in this role is 1 less than normal; if you do so, you must spend 7 days that month performing duties appropriate to that leadership role in addition to the 7 days spent for Viceroy duties.

Vacancy Penalty: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.

Warden

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.

Benefit: Add your Constitution modifier or Strength modifier to Loyalty.

Vacancy Penalty: Loyalty and Stability decrease by 2.
« 上次编辑: 2013-07-28, 周日 23:57:03 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #7 于: 2013-07-28, 周日 23:00:55 »
领袖获得的经验(Gaining Experience for Leadership)
随着王国的发展,队伍会在第一次到达后述项目中的每个里程碑时获得经验值。

建立王国(Found a Kingdom):2400XP
建立首都(Establish a Capital City):1200XP
王国的规模到达11(Reach a Kingdom Size of 11):2400XP
王国的规模到达26(Reach a Kingdom Size of 26):4800XP
王国的规模到达51(Reach a Kingdom Size of 51):9600XP
王国的规模到达101(Reach a Kingdom Size of 101):12800XP
王国的规模到达151(Reach a Kingdom Size of 151):25600XP
王国的规模到达201(Reach a Kingdom Size of 201):76800XP
定居点内修建4个地格的建筑(Fill a Settlement with 4 Lots of Buildings):1600XP
定居点内修建16个地格的建筑(Fill a Settlement with 16 Lots of Buildings):1800XP
定居点内修建36个地格的建筑(Fill a Settlement with 36 Lots of Buildings):12800XP

原文
劇透 -   :
Gaining Experience for Leadership

As the kingdom grows, the party gains experience points the first time it reaches each of the following milestones.

Found a Kingdom: 2,400 XP
Establish a Capital City: 1,200 XP
Reach a Kingdom Size of 11: 2,400 XP
Reach a Kingdom Size of 26: 4,800 XP
Reach a Kingdom Size of 51: 9,600 XP
Reach a Kingdom Size of 101: 12,800 XP
Reach a Kingdom Size of 151: 25,600 XP
Reach a Kingdom Size of 201: 76,800 XP
Fill a Settlement with 4 Lots of Buildings: 1,600 XP
Fill a Settlement with 16 Lots of Buildings: 4,800 XP
Fill a Settlement with 36 Lots of Buildings: 12,800 XP
« 上次编辑: 2013-07-28, 周日 23:56:38 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #8 于: 2013-07-28, 周日 23:01:01 »
建造点数(Build Points)
王国的财富和生产力体现为建造点数(BP)。建造点数代表王国中消耗性资产的抽象概念,而非国库中真正的黄金。建造点数包括原材料(比如家畜,木材,土地,种子和矿石),有形的货品(比如运货马车,武器和蜡烛),以及人力(工匠、工人和移民)。这些资产总和在一起,就代表了你的人民的劳动力与生产量。
你要将BP用于有必要的发展和保护王国的事业上——建造农场、铺设道路、修建房屋、训练军队等等。这些事情都是经由你的命令执行,但是他们并非你的所有物。城市、道路、农场以及建筑物属于那些建造它们的公民,他们每日都会在这里工作和生活,而这些工作和生活的行为会为王国创造更多的BP。你作为领袖要直接对王国的经济与建设活动行使你的权力与影响,来决定在何时、何地进行何种建设。
由于建造点数并不会代表特定资源的确切数量,因此它与金币并不具有精确的兑换率。比如你无法真的使马厩与一名铁匠的生产力变得相等,他们的产品被用于不同的方面,而且无法以相同的速率产出,但是这两者都会为王国的整体经济做出贡献。在一般情况下,1BP的价值约为4000gp;使用这个价值可以让你大致了解王国在各方面都有何种程度的支出。在实际执行时,把一种货币转化为其他事物并非易事,但是对你的玩家来说,可以以某种方式支付gp来增加王国的BP,或者取出BP来将其转化为黄金供玩家消费。
在构筑王国最初时会提供一定数量的初始BP,这代表你的王国在最初的几个月内不会缺乏资源。由DM来决定而这些资金的来源,并以此来定下战役的基调,它可能是你自己赚取的,也可能是由某些具有影响力的NPC提供的帮助。

财富赞助者(Wealthy Sponsor)
在很多情况下,王国初始BP的来源在你的队伍之外。比如某位富有的女王可能希望开拓她的王国边疆的蛮荒之地,或者某位成员所在的行会希望建立一座商栈来增加与远方大陆的贸易。无论目的为何,这项工作都会涉及到建立新的定居点并会消费大量金币——远超大多数冒险者会在诸如监狱、作坊以及码头等寻常投资中花费的开销数额。
DM通过任务奖励的形式提供这些资金是一件简单的事情。若你击杀臭名昭著的强盗并将他占领的荒废城堡变为一座城镇,富有的女王可能会授予你称号并向你的国库提供BP。而行会则可能提供给你一船货物与工人加上足够的BP,来在新发现的富庶大陆上建立小型殖民地。在这种投资交易中,赞助者希望你成为家臣或亲密的盟友;而在某些情况下,你可能需要偿还这些BP(比如以每回合1BP的频率)或者持续为赞助者提供贡品(比如以每回合收入10%,最低1BP的频率)。
合适的起始数额为50BP。这个数额足够让一个新王国在建立自身的经济之前运营数回合,但是它仍旧具有因为管理不善或者运气不佳而崩溃的风险。
代表BP投资的最初平民很可能是忠于赞助者的,采取反对赞助者的行动很可能引起民众的愤怒并且引起麻烦。比如若你拒绝了女王的使者,你的平民可能会将这视为对女王的反抗并且造反。
根据你的贷款种类,你对赞助者的责任通常为后述几类中的一种。

特许状(Charter):赞助者希望你探索、收拾并定居在她边境的蛮荒地区——赞助者在这片区域有领土方面的需求。你可能不得不面对这片大陆的其他挑战者。

征服(Conquest):赞助者的军队与其他王国的军队发生冲突,而王国原有的领导人可能已经逃跑、投降或者被杀害。因此赞助者将你置于这片领土和军队的领导者的位置。

封地(Fief):赞助者任命你负责一片他拥有的疆土,此地已经被安置好。如果这里已经包含了经过开发的地形和城市,你就会被要求对其管理并进行进一步的完善。(尽管你起始已经拥有土地与定居点,但是你仍旧需要50BP作为王国的开销与发展所需。)

拓荒授权(Grant):赞助者任命你开发并安居在一片已经被宣示主权,但是却仍未受到文明洗礼的地区。你可能需要面对广阔的边界或者从敌对生物手中保护它。

白手起家(Starting from Scratch)
建立王国并不容易——而原因可能是大家都不拥有王国。如果你要以一己之力建立王国,而不借助外部赞助者或者意外获取的资源,初始的财务消耗会严重削弱玩家。甚至仅仅建立一座只有住宅和一间旅馆的小镇也会耗费13BP——价值超过50000gp的石材、木材、劳动力、食物等物资。为了补偿这点(并且为了鼓励你寻找更多可以转化为BP的金钱而进行冒险),且你在自力运营一个小型的王国,那么DM可以允许你以更好的比率将gp兑换为BP。若你没有赞助者的话,也许就只能依靠这种方式;这代表你的人民会看到你为了王国而努力工作,进而激励他们为了让王国发展起来做出同样的努力。
这种比率的提升取决于你的王国规模,如下表所示。
王国规模    1BP的价值    回收价值*
01-251000gp500gp
26-502000gp1000gp
51-1003000gp1500gp
101+4000gp2000gp
*如果你想在收益阶段将国库的BP回收为gp,请使用回收价值来确定每个BP换回的gp价值。

DM也可以允许你找到价值一定数量BP(取代gp)的货物储藏作为冒险的奖励,来给予你创办资本用于建立或维持你的王国。

原文
劇透 -   :
Build Points

The units of a kingdom's wealth and productivity are build points (BP). Build points are an abstraction representing the kingdom's expendable assets, not just gold in the treasury. Build points include raw materials (such as livestock, lumber, land, seed, and ore), tangible goods (such as wagons, weapons, and candles), and people (artisans, laborers, and colonists). Together, these assets represent the labor and productive output of your citizens.

You spend BP on tasks necessary to develop and protect your kingdom—planting farms, creating roads, constructing buildings, raising armies, and so on. These things are made at your command, but they are not yours. The cities, roads, farms, and buildings belong to the citizens who build them and use them to live and work every day, and those acts of living and working create more BP for the kingdom. As the leaders, you use your power and influence to direct the economic and constructive activity of your kingdom, deciding what gets built, when, and where.

Build points don't have a precise exchange rate to gold pieces because they don't represent exact amounts of specific resources. For example, you can't really equate the productivity of a blacksmith with that of a stable, as their goods are used for different things and aren't produced at the same rate, but both of them contribute to a kingdom's overall economy. In general, 1 BP is worth approximately 4,000 gp; use this value to get a sense of how costly various kingdom expenditures are. In practice, it is not a simple matter to convert one currency to the other, but there are certain ways for your PC to spend gp to increase the kingdom's BP or withdraw BP and turn them into gold for your character to spend.

Providing a seed amount of BP at the start of kingdom building means your kingdom isn't starving for resources in the initial months. Whether you acquire these funds on your own or with the help of an influential NPC is decided by the GM, and sets the tone for much of the campaign.
Wealthy Sponsor

In many cases, a kingdom's initial BP come from a source outside your party. A wealthy queen may want to tame some of the wilderness on her kingdom's borders, or a merchant's guild may want to construct a trading post to increase trade with distant lands. Regardless of the intent, the work involved to create a new settlement costs thousands of gold pieces—more than most adventurers would want to spend on mundane things like jails, mills, and piers.

It is an easy matter for the GM to provide these funds in the form of a quest reward. A wealthy queen may grant you minor titles and BP for your treasury if you kill a notorious bandit and turn his ruined castle into a town, or a guild may provide you with a ship full of goods and workers and enough BP to start a small colony on a newly discovered, resource-rich continent. In exchange for this investment, the sponsor expects you to be a vassal or close ally; in some cases, you may be required to pay back these BP (such as at a rate of 1 BP per turn) or provide tribute to the patron on an ongoing basis (such as at a rate of 10% of your income per turn, minimum 1 BP).

An appropriate starting amount is 50 BP. This amount is enough to keep a new kingdom active for a few turns while it establishes its own economy, but it is still at risk of collapse from mismanagement or bad luck.

As the initial citizens represented by this BP investment are probably loyal to the sponsor, taking action against the sponsor may anger those people and cause trouble. For example, if you rebuff the queen's envoy, your citizens may see this as a snub against the queen and rebel.

Your responsibility to the sponsor usually falls into one of the following categories, based on the loan arrangement.

Charter: The sponsor expects you to explore, clear, and settle a wilderness area along the sponsor's border—an area where the sponsor has some territorial claims. You may have to fend off other challengers for the land.

Conquest: The sponsor's soldiers clashed with the army of an existing kingdom and the kingdom's old leaders have fled, surrendered, or been killed. The sponsor has placed you in command of this territory and the soldiers.

Fief: The sponsor places you in charge of an existing domain within his own already-settled lands. If it includes already improved terrain and cities, you're expected to govern and further improve them. (While you'll start with land and settlements, you'll still need around 50 BP to handle your kingdom's Consumption and development needs.)

Grant: The sponsor places you in charge of settling and improving an area already claimed by the liege but not significantly touched by civilization. You may have to expand the borders of the land or defend it against hostile creatures.
Starting from Scratch

It's not easy to start a kingdom—probably the reason everyone doesn't have one. If you are founding a kingdom on your own, without an external sponsor or a fantastic windfall of resources, the initial financial costs can be crippling to PCs. Even building a new town with just a House and an Inn costs 13 BP—worth over 50,000 gp in terms of stone, timber, labor, food, and so on. To compensate for this (and encourage you to adventure in search of more gold that you can convert into BP), if you're running a small, self-starting kingdom, the GM may allow you to turn your gold into BP at a better rate. You may only take advantage of this if you don't have a sponsor; it represents your people seeing the hard work you're directly putting in and being inspired to do the same to get the kingdom off the ground.

This improved rate depends on the Size of your kingdom, as shown in the following table.
Kingdom Size   Price of 1 BP   Withdrawal Rate*
01—25   1,000 gp   500 gp
26—50   2,000 gp   1,000 gp
51—100   3,000 gp   1,500 gp
101+   4,000 gp   2,000 gp

*If you make a withdrawal from the Treasury during the Income phase, use this withdrawal rate to determine how much gp you gain per BP withdrawn.

The GM may also allow you to discover a cache of goods worth BP (instead of gp) as a reward for adventuring, giving you the seed money to found or support your kingdom.
« 上次编辑: 2013-07-29, 周一 09:01:17 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】第四章:王国与战争(Kingdoms and War)
« 回帖 #9 于: 2013-07-28, 周日 23:01:07 »
王国回合流程(Kingdom Turn Sequence)
王国的发展具有四个阶段,这四个阶段会组成一个王国回合(游戏中的1个月)。这四个阶段如后所述:

阶段1——维持阶段(Upkeep Phase):检查你的王国属性、支付开销并且处理动荡值。如果你的王国控制0个地块,则跳过维持阶段,进入法令阶段。

阶段2——法令阶段(Edict Phase):发布官方公告,这些公告是关于税收、外交以及其他王国范围的决议。

阶段3——收益阶段(Income Phase):将收取的税款纳入国库,将gp转化为BP或者将王国的BP回收为gp供你个人所用。

阶段4——事件阶段(Event Phase):检查是否出现任何值得注意的不寻常事件。有些事有益的,比如经济繁荣、好天气或者发现非凡的宝藏。而其他的则是有害的,比如恶劣的天气、一场瘟疫或者狂暴的怪物。

这些阶段总是按照上述的顺序执行的。许多步骤准许你在每个王国回合中执行一次行动;这指的是整个王国进行一次,而不是每个领袖一次。

原文
劇透 -   :
Kingdom Turn Sequence

A kingdom's growth occurs during four phases, which together make up 1 kingdom turn (1 month of game time). The four phases are as follows:

Phase 1—Upkeep: Check your kingdom's stability, pay costs, and deal with Unrest. If your kingdom controls 0 hexes, skip the Upkeep phase and proceed to the Edict phase.

Phase 2—Edict: Declare official proclamations about taxes, diplomacy, and other kingdom-wide decisions.

Phase 3—Income: Add to your Treasury by collecting taxes and converting gp into BP, or withdraw BP from your kingdom for your personal use.

Phase 4—Event: Check whether any unusual events occur that require attention. Some are beneficial, such as an economic boom, good weather, or the discovery of remarkable treasure. Others are detrimental, such as foul weather, a plague, or a rampaging monster.

These phases are always undertaken in the above order. Many steps allow you to perform an action once per kingdom turn; this means once for the entire kingdom, not once per leader.
« 上次编辑: 2013-07-29, 周一 00:21:40 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了